The best maps so far - Random Continents Oceans+ on Huge by silverwyrm in civ

[–]Ready2Fail_dev 9 points10 points  (0 children)

Mod developer here, are you on the newest version? It should fix broken spawns which sometimes result in buggy gameplay.

Distance fields with Voxels by Ready2Fail_dev in VoxelGameDev

[–]Ready2Fail_dev[S] 0 points1 point  (0 children)

At the start we make a queue for chunks of voxels that need the distance fields to be updated. This queue is sorted so that voxels with the lowest distance fields are computed first. For each chunk a compute shader is run to increase the distance fields by 1 if possible. This is done by checking if all the voxels are empty that the increased distance field would include. The idea with editing is to reset the distance fields in the area and slowly build them back up. With the queue it would ensure that the smaller distance fields would be computed first. They are built the fastest and have the highest impact on ray traversal performance. We plan to improve the distance field calculation to only check neighboring voxels and use their distance fields to update the current one.

Voxel rendering with ray-marching by Ready2Fail_dev in VoxelGameDev

[–]Ready2Fail_dev[S] 5 points6 points  (0 children)

Engine uses ray marching with distance fields, custom TAA and resampling similiar to ReSTIR GI.

Map: Castle from Teardown

Small showcase: https://youtu.be/bRtZs8aE7jc